Move eruption attacks to new system

This commit is contained in:
gsemaj 2023-08-14 17:52:40 -07:00 committed by gsemaj
parent ff74c8ede1
commit d416763ae0
2 changed files with 13 additions and 10 deletions

View File

@ -6,6 +6,7 @@
#include "PlayerManager.hpp"
#include "Buffs.hpp"
#include "Nanos.hpp"
#include "MobAI.hpp"
using namespace Abilities;
@ -364,6 +365,12 @@ void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector<ICombatant*>
pkt->iSkillID = skillID;
pkt->eST = (int32_t)skill->skillType;
pkt->iTargetCnt = (int32_t)results.size();
if(npc.kind == EntityKind::MOB) {
Mob* mob = dynamic_cast<Mob*>(entity);
pkt->iValue1 = mob->hitX;
pkt->iValue2 = mob->hitY;
pkt->iValue3 = mob->hitZ;
}
attachSkillResults(results, (uint8_t*)(pkt + 1));
NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen);

View File

@ -346,7 +346,7 @@ static void useAbilities(Mob *mob, time_t currTime) {
if (mob->skillStyle == -2) { // eruption hit
int skillID = (int)mob->data["m_iMegaType"];
std::vector<int> targetData = {0, 0, 0, 0, 0};
std::vector<ICombatant*> targets{};
// find the players within range of eruption
for (auto it = mob->viewableChunks.begin(); it != mob->viewableChunks.end(); it++) {
@ -356,26 +356,22 @@ static void useAbilities(Mob *mob, time_t currTime) {
if (ref.kind != EntityKind::PLAYER)
continue;
CNSocket *s= ref.sock;
CNSocket *s = ref.sock;
Player *plr = PlayerManager::getPlayer(s);
if (plr->HP <= 0)
if (!plr->isAlive())
continue;
int distance = hypot(mob->hitX - plr->x, mob->hitY - plr->y);
if (distance < Abilities::SkillTable[skillID].effectArea) {
targetData[0] += 1;
targetData[targetData[0]] = plr->iID;
if (targetData[0] > 3) // make sure not to have more than 4
targets.push_back(plr);
if (targets.size() > 3) // make sure not to have more than 4
break;
}
}
}
// TODO ABILITIES
/*for (auto& pwr : Abilities::Powers)
if (pwr.skillType == Abilities::SkillTable[skillID].skillType)
pwr.handle(mob->id, targetData, skillID, Abilities::SkillTable[skillID].durationTime[0], Abilities::SkillTable[skillID].powerIntensity[0]);*/
Abilities::useNPCSkill(mob->id, skillID, targets);
mob->skillStyle = -3; // eruption cooldown
mob->nextAttack = currTime + 1000;
return;